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  • 设计模式学习之路——Chain Of Responsibility 职责链模式

         请求的发送者和接受者可能存在如下关系,某些对象的请求的接受者可能多种多样,变化无常,职责链(Chain Of Responsibility)模式允许多个类处理同一个请求,而不需要了解彼此的功能。它在类之间提供了一种松散的耦合:类之间唯一的联系就是相互传递的请求。请求在类之间传递,直到其中一个类处理它为止。

    动机:

    在软件构建过程中,一个请求可能被多个对象处理,但是每个请求在运行时只能有一个接受者,如果显式指定,将必不可少地带来请求发送者与接受者的紧耦合。

    如何使请求的发送者不需要指定具体的接受者?让请求的接受者自己在运行时决定来处理请求,从而使两者解耦。

    意图:

    使多个对象都有机会处理请求,从而避免请求的发送者和接收者之间的耦合关系。将这些对象连成一条链,并沿着这条链传递请求,直到有一个对象处理它为止。

    结构:

    clip_image002

    clip_image002[4]

    代码实现

    ClassDiagram1

    using System;
    using System.Collections.Generic;
    using System.Text;
    
    namespace ChainOfResponsibility
    {
        class Program
        {
            static void Main(string[] args)
            {
                ClientSender client = new ClientSender();
                BaseHandler SuTankHandler = new SuTank(null);
                BaseHandler USATankHandler = new USATank(SuTankHandler);
                BaseHandler SuFighterHandler = new SuFighter(USATankHandler);
                BaseHandler USAFighterHandler = new USAFighter(SuFighterHandler);
    
                client.Process(USAFighterHandler, Sender.SuFighter, Command.Attack); 
                client.Process(USAFighterHandler, Sender.USATank, Command.Stop);  
    
                Console.ReadKey();
            }
        }
        /// <summary>
        /// 
        /// </summary>
        public enum Command
        {
            Attack, //进攻
            Stop    //撤退
        }
        public enum Sender
        {
            SuTank,    //苏联坦克
            USATank,    //美国坦克
            SuFighter,  //苏联飞机
            USAFighter  //美国飞机
        }
    
    
        public class Request
        {
            public Request(Command _cmd, Sender _sender)
            {
                this.cmd = _cmd;
                this.sender = _sender;
    
            }
    
            private Command cmd;
    
            public Command Cmd
            {
                get { return cmd; }
                set { cmd = value; }
            }
    
            private Sender sender;
    
            public Sender Sender
            {
                get { return sender; }
                set { sender = value; }
            }
    
    
        }
    
        public abstract class BaseHandler
        {
            public BaseHandler(BaseHandler _next)
            {
                this.Next = _next;
            }
    
            protected abstract bool CanHandlerRequest(Request request);
    
            public virtual void HandlerRequest(Request request)
            {
                if (this.next != null)
                {
                    this.next.HandlerRequest(request);
                }
            }
    
            private BaseHandler next;
    
            public BaseHandler Next
            {
                get { return this.next; }
                set { this.next = value; }
            }
        }
    
        public class SuTank : BaseHandler
        {
            public SuTank(BaseHandler next)
                : base(next)
            {
    
            }
            protected override bool CanHandlerRequest(Request request)
            {
                if (request.Sender == Sender.SuTank)
                {
                    return true;
                }
                else
                {
                    return false;
                }
            }
    
            public override void HandlerRequest(Request request)
            {
                if (this.CanHandlerRequest(request))
                {
                    if (request.Cmd == Command.Attack)
                    {
                        Console.WriteLine("Su坦克进攻!");
                    }
                    else if (request.Cmd == Command.Stop)
                    {
                        Console.WriteLine("Su坦克撤退!");
                    }
                }
                else
                {
                    base.HandlerRequest(request);
                }
            }
    
    
        }
    
        public class SuFighter : BaseHandler
        {
            public SuFighter(BaseHandler next)
                : base(next)
            {
    
            }
            protected override bool CanHandlerRequest(Request request)
            {
                if (request.Sender == Sender.SuFighter)
                {
                    return true;
                }
                else
                {
                    return false;
                }
            }
    
            public override void HandlerRequest(Request request)
            {
                if (this.CanHandlerRequest(request))
                {
                    if (request.Cmd == Command.Attack)
                    {
                        Console.WriteLine("Su飞机进攻!");
                    }
                    else if (request.Cmd == Command.Stop)
                    {
                        Console.WriteLine("Su飞机撤退!");
                    }
                }
                else
                {
                    base.HandlerRequest(request);
                }
            }
    
    
        }
    
        public class USATank : BaseHandler
        {
            public USATank(BaseHandler next)
                : base(next)
            {
    
            }
            protected override bool CanHandlerRequest(Request request)
            {
                if (request.Sender == Sender.USATank)
                {
                    return true;
                }
                else
                {
                    return false;
                }
            }
    
            public override void HandlerRequest(Request request)
            {
                if (this.CanHandlerRequest(request))
                {
                    if (request.Cmd == Command.Attack)
                    {
                        Console.WriteLine("USA坦克进攻!");
                    }
                    else if (request.Cmd == Command.Stop)
                    {
                        Console.WriteLine("USA坦克撤退!");
                    }
                }
                else
                {
                    base.HandlerRequest(request);
                }
            }
        }
    
        public class USAFighter : BaseHandler
        {
            public USAFighter(BaseHandler next)
                : base(next)
            {
    
            }
            protected override bool CanHandlerRequest(Request request)
            {
                if (request.Sender == Sender.USAFighter)
                {
                    return true;
                }
                else
                {
                    return false;
                }
            }
    
            public override void HandlerRequest(Request request)
            {
                if (this.CanHandlerRequest(request))
                {
                    if (request.Cmd == Command.Attack)
                    {
                        Console.WriteLine("USA飞机进攻!");
                    }
                    else if (request.Cmd == Command.Stop)
                    {
                        Console.WriteLine("USA飞机撤退!");
                    }
                }
                else
                {
                    base.HandlerRequest(request);
                }
            }
        }
    
    
        public class ClientSender
        {
            public void Process(BaseHandler handler, Sender sender,Command cmd)
            {
                Request request = new Request(cmd, sender);
                handler.HandlerRequest(request);
            }
        }
    
    
    }
    

    Chain of Responsibility模式的几个要点

    1.Chain of Responsibility 模式的应用场合在于“一个请求可能有多个接受者,但是最后真正的接受者只有一个”,只有这时候请求发送者与接受者的耦合才有可能出现“变化脆弱”的症状,职责链的目的就是将二者解耦,从而更好地应对变化。

    3.应用了Chain of Responsibility 模式后,对象的职责分派将更具灵活性。我们可以在运行时动态添加/修改请求的处理职责。

    4.如果请求传递到职责链的末尾仍得不到处理,应该有一个合理的缺省机制。这也是每一个接受对象的责任,而不是发出请求的对象的责任

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  • 原文地址:https://www.cnblogs.com/luoht/p/1759478.html
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